Imagine a grid of small squares. 

Imagine a grid of tiny squares. 

Imagine a grid of tiny squares. Each square is a cell. 


Imagine a giant sheet of graph paper that goes on forever. Each small square is called a cell. 

To make the model work, we use rules. Each cell looks at its neighbors to decide what to do next. A neighbor is just a cell that is right next to it. One type is the von Neumann neighborhood, which uses the four cells touching the sides. Another is the Moore neighborhood, which includes the four diagonal cells too. 
This idea began in the 1940s at Los Alamos National Laboratory. 
In the 1970s, a famous version called Conway's Game of Life became popular. 

These models can connect to many things we see every day. They can simulate chemical reactions or how living things behave. Sometimes, scientists imagine the grid is shaped like a doughnut. 
A cellular automaton, often abbreviated as CA, is a discrete model of computation. It is used to study complex systems in fields like physics, theoretical biology, and microstructure modeling. These systems are also known by many names, including cellular spaces, tessellation automata, and iterative arrays. At its core, a cellular automaton consists of a regular grid of cells. Each cell exists in one of a finite number of states, such as being "on" or "off." This grid can exist in any finite number of dimensions. 
The mechanism of a cellular automaton relies on a specific process of updating states. First, an initial state is chosen at time t = 0 by assigning a state to every cell. This starting arrangement is called a configuration. To advance to the next generation, or time t + 1, a fixed rule is applied to the entire grid simultaneously. This rule is usually a mathematical function. It determines the new state of a cell based on its current state and the states of its neighbors. The neighborhood is a set of nearby cells defined relative to the cell being updated. 
There are different ways to define these neighborhoods. The von Neumann neighborhood, named after a founding theorist, includes only the four cells that are orthogonally adjacent. The Moore neighborhood is larger, including the four orthogonal cells plus the four diagonally adjacent cells. For a cell with a Moore neighborhood, there are 512 possible patterns of neighbors. The total number of possible automata can be calculated using the formula k^s, where k is the number of possible states and s is the number of neighboring cells, including the cell itself. 
History shows that these ideas emerged from a desire to model natural growth and complexity. In the 1940s, Stanislaw Ulam and John von Neumann worked together at Los Alamos National Laboratory. Ulam used a lattice network to model how crystals grow. Von Neumann was interested in self-replicating systems, specifically the idea of a robot building another robot. He eventually developed a tessellation model, known as the von Neumann universal constructor. This design used a 200,000 cell configuration to prove that a pattern could make endless copies of itself. 
Stephen Wolfram later categorized cellular automata into four distinct classes based on their behavior. Class 1 consists of automata where patterns stabilize into homogeneity. Class 2 involves patterns that evolve into stable or oscillating structures. Class 3 contains automata where patterns evolve in a seemingly chaotic fashion. Class 4 is the most complex, where patterns become extremely intricate and may last a long time. These Class 4 automata are thought to be computationally universal, meaning they can simulate a Turing machine. 
In the 1970s, interest in the subject expanded beyond academia due to Conway's Game of Life. This is a two-dimensional cellular automaton with simple rules for survival and reproduction. A live cell dies if it has fewer than two neighbors or more than three neighbors. A dead cell becomes alive if it has exactly three neighbors. This model demonstrated how simple local rules could create complex global behaviors. 
To simulate these systems on a computer, researchers often use a finite grid. This creates a problem with the cells on the edges. One solution is to use periodic boundary conditions, which creates a toroidal arrangement. This shape is like a doughnut, where a cell moving off the top reappears at the bottom. 
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